﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace JzSport.Model
{
    public class BasicData
    {
        /// <summary>
        /// 系统用户的id
        /// </summary>
        public const int SYSAccountId = 1;

        public const string BD_ActivityCategory = "ActivityCategory";

        /// <summary>
        /// 活动类型
        /// </summary>
        public class ActivityType
        {
            /// <summary>
            /// 系统创建的
            /// </summary>
            public const int System = 0x03;

            /// <summary>
            /// 用户个人创建的
            /// </summary>
            public const int Personal = 0x01;
        }

        /// <summary>
        /// 消息类型
        /// </summary>
        public class MessageType
        {
            /// <summary>
            /// 系统通知
            /// </summary>
            public const int SystemNotice = 0x01;

            /// <summary>
            /// 活动反馈
            /// </summary>
            public const int ActivityFeedback = 0x02;

            /// <summary>
            /// 好友申请，
            /// a向b提交好友申请后，b会收到的消息类型
            /// </summary>
            public const int SendFriendsRequest = 0x03;

            /// <summary>
            /// 同意好友申请
            /// a向b提交好友申请，b同意后，a会收到的消息类型
            /// </summary>
            [Obsolete()]
            public const int AcceptFriendsRequest = 0x04;

            /// <summary>
            /// 拒绝好友申请
            /// a向b提交好友申请，b拒绝后，a会收到的消息类型
            /// </summary>
            [Obsolete()]
            public const int RejectFriendsRequest = 0x05;

            /// <summary>
            /// 用户通信消息
            /// </summary>
            public const int PersonalInstantMessage = 0x06;

            /// <summary>
            /// 活动加入邀请
            /// </summary>
            public const int ActivityInvitation = 0x07;

            /// <summary>
            /// 活动通信消息
            /// </summary>
            public const int ActivityInstantMessage = 0x08;

            /// <summary>
            /// 请求加入活动
            /// </summary>
            public const int JoinActivityRequest = 0x09;

            /// <summary>
            /// 加入活动失败，申请被拒绝
            /// </summary>
            public const int JoinActivityFailure = 0x0A;

            /// <summary>
            /// 加入活动成功,申请被通过
            /// </summary>
            public const int JoinActivitySuccess = 0x0B;

            /// <summary>
            /// 退出活动
            /// </summary>
            public const int LeaveActivity = 0x0C;
        }

        public class MessageClipType
        {
            /// <summary>
            /// 系统通知
            /// </summary>
            public const int SystemNotice = 0x01;

            /// <summary>
            /// 活动反馈
            /// </summary>
            public const int ActivityFeedback = 0x02;

            /// <summary>
            /// 好友通知
            /// </summary>
            public const int FriendsNotice = 0x03;

            /// <summary>
            /// 个人即时消息
            /// </summary>
            [Obsolete("使用FriendsNotice")]
            public const int PersonalInstantMessage = 0x04;

            /// <summary>
            /// 活动里的即时消息
            /// </summary>
            public const int ActivityInstantMessage = 0x05;
        }

        /// <summary>
        /// 关系的类型
        /// </summary>
        public class UserRelationType
        {
            /// <summary>
            /// 好友
            /// </summary>
            public const int Friends = 0x01;

            /// <summary>
            /// 黑名单
            /// </summary>
            public const int BlackList = 0x02;
        }

        /// <summary>
        /// 关系的状态，判断关系是否有效
        /// </summary>
        public class UserRelationStatus
        {
            /// <summary>
            /// 关系已经建立，关系有效
            /// </summary>
            public const int Established = 0x01;
            /// <summary>
            /// 关系建立中，关系无效
            /// </summary>
            public const int Building = 0x02;
            /// <summary>
            /// 关系断裂，关系无效
            /// </summary>
            public const int Broken = 0x03;
        }

        public class ActivityMemberType
        {
            /// <summary>
            /// 创建者
            /// </summary>
            public const int Creator = 0x01;

            /// <summary>
            /// 一般成员
            /// </summary>
            public const int Member = 0x02;

            /// <summary>
            /// 活动管理员（针对推广活动的审批加入的类型，管理员可以审核别人的申请）
            /// </summary>
            public const int Administrator = 0x03;
        }
    }
}
